WIZARD BUILDS
Glass Canon – This build is designed around heavy burst damage, DoT applications being managed, high mana usage, with a splash of ice to assist in not pulling to much Aggro. It will take a lot of balance between doing to much damage and not pulling Aggro so be careful.
Primary Stat- Dex (Landing crits with spells that dish damage)
Secondary Stats- Int (Increase base damage of all spells)
Third Stats – Char (usually I don’t do a 3rd stat, but having an increased mana pool from gear will be nice, but don’t allocate starting or landmark level stats to Char. This is a build for damage, not damage being sustained for long periods of time)
Top 8 Abilities (Leaving 4 for fillers by your depending on playstyle)
1. Summon Fire Familiar
Epic Ability. Summon your Fire Familiar. While active, it will allow you to retain your Fury of Flame focus while casting other schools of Magic.(This is great! When casting arcane or frost you won’t lose you crit chance bonus from fire. We will NEED a good arcane spell to fill and use to help build mana. If it is a prolonged fight feel free to use the Arcane Familiar for extra mana to be returned.)
2. Brand of Embers
You brand your enemy with fiery markings, lowering their resistance to the Fire school of Magic. (Lower the resistance to assist in higher damage of your fire spells as FIRE SPELLS are the primary focus.)
3. Engulf (Woven Spell. Requires Engulf Fragment)
Woven from Char to inflict increased Fire damage to your target and is guaranteed to critically hit. Additionally, Engulf inflicts high Fire damage-over-time for a brief duration.( This is a great filler spell to use depending on the duration of the DOT associated with the spell. The Guaranteed Crit is so sexy!)
4. Fiery Surge
You release a wave of fiery mana all around you, dealing Fire damage to all enemies within X meters.(Use this as a source of DOT, positioning will be key as not to pull the room, but it will help supply a constant stream of damage depending on the duration. With the increased Crit chance this will destroy mobs. Keep this active while casting your other fire spells for increased damage.)
5. Ember Arrow
You impale your enemy with a bolt of burning mana, dealing high Fire damage and causing them to Burn for X duration.(I see this as more of a filler as well, nice it deals high fire damage paired with your high Crit chance with stats, but also has a DoT associated.)
6. Inferno Lance
Charged Ability. You launch a spear of molten mana into your enemy, followed by a burning shockwave that damages all enemies in front of you up to X meters away. The longer you charge this ability before releasing, the more Mana it will cost and the more damage it will deal to all affected enemies. (This I would consider a main casting spell once you have your DoT’s going. Let it charge 100% of the way before firing. If you Crit from this spell your golden!)
7. Lightning Volley
You form a storm of Mana between your hands, causing between X and Y bolts of lightning to rapidly arc forward. If you have an enemy targeted, all of the lightning bolts will strike your target, dealing several rounds of Magic damage. If you do not have a target, the lightning will randomly strike enemies that are in within X meters in front of you.(Great little FPS(multiple hits from a single cast) that will help build mana back up! With the increased Crit chance with your primary stat being Dex, it should assist in building mana fast depending on recast time. I chose this over Prism burst because you have the option of hitting a single target only if a def target is selected. Prism burst sounds like it could break mez if mobs are close to each other. You’ll want to use this as a filler and frequently as possible to keep your mana built.)
8. Glint
You evoke shards of frozen mana at your enemy, dealing direct Cold damage and slowing their movement speed by X for Y seconds.(Use this to keep from building to much aggro. I’d suggest every 3 fire spells cast this to decrease the aggro obtained.)